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  1. Tim Moungey Wolverine Studios Community Manager One of the most underrated aspects of the gaming world – whether console or PC – are the communities that spring up around a particular product. This is even more so the case in the Internet age, where ease of low-cost digital communication has coincided with the rise of English as the primary global language to make the establishment of and connection between playerbases a simple prospect. So it is that in my decades now of playing text-based sports sims that I’ve found literal lifelong friends – from places like Ireland, England, Spain, Brazil, the Philippines, Sri Lanka, Slovenia, Germany, and many more countries too numerous to list here. And of course, all across the continental United States and stretching out to Hawaii and Alaska. Primarily this occurs through multiplayer leagues – many of which run for literal years in real-life terms. And even when a league finally disbands, the creation of new ones finds many of the same people migrating from league to league – or, frequently – participating in multiple MP leagues at the same time. Chats spring up in Facebook Messenger groups or in other conversation mediums such as Slack, where the discussion becomes a mix of the game, the league, and off-topic/real life topics. Over time, this forges friendships – something that can be difficult in our adult years, as numerous research studies have demonstrated. The friendships forged from these leagues can sometimes have far-reaching effects. Just to give one example, when I was looking for another job a few years ago, one of my European friends from a Draft Day Sports: Pro Basketball league looped me in to a Creative Writer position at his company – a mobile game developer. I actually made it as far as the final round, where I finished second to someone who already had experience working with that type of development. While I didn’t get the job, it was still an opportunity I never would have had access to otherwise. You might counter that the MP community is small, the bulk of text-sim players are those who play solo. This is true. But even the solo player base creates opportunities for community. See Paradox’s AAR forums, where players write stories about their games, our own Dynasty section, etc. It’s a display of creativity and imagination that draws people in, makes them want to read and stay around. (And in some cases, even purchase games because the story has hooked them in – something I’ve accomplished with more stories than I’ll ever know). Though the MP base is small, and the overall sports text-sim market a niche within the video game industry (save for perhaps Football Manager, which enjoys the advantage of a lengthy history and showcasing the world’s most popular sport), that makes creating community and forging connections all the easier. And in a way, it’s fitting – just as the sports text-sim market is comparatively small, so too are the number of developers. Many of them are independent, solo projects programmed on a part-time basis until they secure a stable enough revenue stream to quit their day job and work on the games full-time. Thus, ask Gary if he knows X or Y text-sim developer and he’ll almost certainly say, “Yes.” This developer community, despite technically being competitors in a business sense, frequently converse with one another, and many have met in real life. So rather than cut-throat as many industries are, there’s a spirit of cooperation and supporting one another – sometimes leading to business partnerships as developers come together under an umbrella. Such is the case with Gary and Brooks and Shaun in the PureSim days (who I hope will make a return to baseball at some point). This developer community also frequently supports and encourages novice developers to grow the industry and bring in fresh talent and voices. Gary, as many of you know, began with .400 Software Studios, with Total Pro Basketball and Total College Basketball as a self-taught developer. Even me, your Community Manager, has dusty design documents from the beginnings of projects lying around (an Olympics-style text-sports sim, a basketball player RPG that would synergize with the Draft Day Sports basketball engine, even a traditional RPG that would be a Wolverine Studios genre first if it ever came to fruition). But it isn’t just on the development side that sports text sims benefit from community. Professional licensing is expensive – a cost far beyond the reach of most independent developers. For legal reasons, team names and logos are fictionalized by default. With a modding community, who willingly volunteer their time, energy, and skill, real-world databases are created. These user mods greatly assist in the immersion factor of the game for players, who are used to the real world and sometimes don’t desire to immerse themselves in a fictional universe. Finally, and this is one of the most recent developments in the sports text sim community, are streams and shares of video gameplay. Historically, game streaming has been the province of action-oriented games – leading to the rise of esports leagues (now considered a professional sport by many people). Text-based sports simulations typically haven’t received the streaming treatment. But that’s changing. We’re seeing more and more players streaming and creating “Let’s Play” video dynasties, and they’re attracting attention. We’ve even started doing this ourselves by way of creating streaming developer diaries in the last week or so. They’ve been favorably received, giving us another avenue and opportunity to communicate directly with our players and gain their feedback on things such as proposed changes and feature wishlists. It’s a much more immediate, intimate experience that allows for faster compilation of player opinions, rather than just the old way of re-reading the forums and emails and compiling data that way (Note: We still use those methods, too. It allows us a more complete picture of what players want and think). As you can see, the community involved in the sports text sim world, smaller than other genres though it may be, is not a single, monolithic entity. Rather, it’s a broad, literally globally-spanning phenomenon that involves numerous strands. Whether it’s the multiplayer leagues, the solo player dynasties, the tight-knight developer and modding groups, or the newly arrived streams, there’s plenty of ways to get involved in the rich, vibrant community of our genre. To take your first steps, why not visit our forums or download one of our free demos? The post The Global Community of Text-Based Sports Sims appeared first on Wolverine Studios. View the full article
  2. This past Tuesday we took to our live Twitch stream to talk trading in DDS: Pro Basketball 2021. If you missed the live stream (currently every Tuesday night at 7:30 PM EST) you can catch a recap on our Twitch channel (while available) or our YouTube channel. Don’t forget to follow us on both of our channels and make sure you have notifications enabled for going live or new content. If you can we also appreciated subscriptions to our Twitch channel – don’t forget if you have Amazon Prime you can get Twitch Prime for free and with that you get one free channel sub – we would love it if you used it on us! We devoted this entire 30 minute episode to talking about trading – new features and enhancements that have so far made their way into the game some of them which were community ideas from people in our first stream. Here’s a quick list of the things highlighted in the video – be sure to check it out for the full detail! New Trading Features Team Needs – now you see where trading partners have the biggest needsTeam Plan – get a text description of what a team’s building mindset is so that you better know who is rebuilding vs contending and how that might change their trade plansYears left on contract shown on the default view as well as full contract data still available as a viewing optionGet offer – Button allows you to place a player in the trade and immediately get an offer or response to that player from another teamTrading Enhancements Teams do a much better job evaluating where their team currently stands vs the season they came off of (ie a championship team who loses its star player will account for that now at the start of a new season)The AI is MUCH more protective about valuing future first round picks and is able to differentiate much better the idea of what their next pick should be worth based on their current roster versus what could happen in the future and the value that pick could haveAlong those lines the AI is also going to be much more aware of the value of a future pick versus the value of a pick mid-draftThe AI will also more properly value offers where a human manager is trying to use multiple second round picks to trade withAre there more enhancements you want to see from the trade engine? Feel free to leave a comment below and be sure to join us for our developer dynasty live streams so that your voice can be heard for new features! The post DDS: Pro Basketball 21 Developer Dynasty #2 Recap appeared first on Wolverine Studios. View the full article
  3. Tim Moungey Wolverine Studios Community Manager It seems like every year, console sports games get more and more visually stunning – the advancements in graphical technology bringing us ever closer to a photorealistic representation of the sports we all know and love. And that’s a good thing from an immersion standpoint. Where they continually lag behind, however, is their ability to create a world that comes close to reflecting reality in the game’s statistics. Every year, the same question comes up: “What’s the best sliders set for as realistic a game as possible?” “How do the stats look?” And even when you finally find that perfect set of sliders for your skill level and that edition’s engine quirks, you’re still left with a shadow of realism. A game it is – an accurate simulation it is not. Which is where the beauty of text-based sports simulations come into play. Freed from the need to adjust to the skill level and time pressures of the player (how many of us actually complete more than a handful of seasons per year of say, Madden?), the game can concentrate on modeling and simulating accuracy and realism of modern-day sports in precise, pristine detail. The statistics are in line with how our sports leagues play, without the need for fiddly sliders and adjustments, and at a much greater degree of accuracy than even the best set. And because games can be simulated much more quickly, seasons can be run at a faster pace. But it’s more than just statistical accuracy. Think of the trade AI. In console sports games, it’s not too difficult to turn a collection of scrubs into a player of value through sheer quantity that overwhelms a weakly-written trade evaluation routine. In sports sims, that’s not the case. How many times, for example, have you gotten “We’re miles apart” or, my own personal most-hated, “You’ve got to come close to matching the best part of our side if you want to make a deal.” The trade AI in text-based sports simulations is far more brutal – much more like a human GM (though occasionally, like real life, you might find a specific AI GM who makes dumb deals. But that’s only rarely, rather than the entire league like the Maddens and NBA 2Ks of the world). Another aspect where sports simulations create a deeper, more immersive world is player personalities. In console sports games, player personalities are limited – if present at all – and don’t really matter much in the grand scheme of things. This makes sense – we have the visual representation of the player on the field, which allows us to easily identify him, allowing our brains to readily construct who he is. Sports simulations – even those with a 3D match engine like Football Manager – do not have that luxury, because they’re often programmed by smaller teams who don’t have the manpower to create such a resource-heavy representation. Instead, they used specific player traits and demands to create as fully realized an entity as possible. This leads to things like your superstar quarterback who only cares about money and could leave for another team if you don’t get your cap situation straightened out to offer him the big bucks. Oh, and he got into a locker room fight with your #1 WR, so now you have to decide who is more valuable – the QB or the WR – and then figure out a solution that keeps your team in the title hunt. It’s through this leaning on player personality traits that help create an identity for your players in a text sports simulation – without the crutch of the on-field/on-court graphical depiction. Coaches are another area that get more attention in sports simulations. Console coaches? They’re primarily just names and systems. Beyond that, they don’t matter. In sports simulations, they’re often rated in multiple categories – how good are they at identifying talent, for example? How well can they develop the skills of your players? Are they easy-going or abrasive in their personalities? All of these items become factors in how successful (or not) your team is – above and beyond whether their preferred systems and schemes match your roster. Finances and managing the salary cap/budget? In console sports games, they’re again given the surface treatment. In sports simulations, they’re again given greater depth and importance. The owner will only allow you to spend so much or you’ll get fired. Want to recruit that blue-chip 5 star prospect clear across the country? Better check your budget to make sure that you can afford it and that if you miss, you won’t be stuck with walk-ons because you have nothing left. And because sports simulations rely so much on creating as authentic a representation of their chosen sport as possible, they’ll incorporate more of the professional league’s CBA rules (though not all of them – at a certain point, one has to balance fun vs depth in the experience. Implementing every aspect of the NBA’s CBA, for example, would require you to become a capologist, as the league’s franchises often literally hire as a separate position). The final realism advantage of text-based sports sims is in the actual gameplay itself. No doubt we’ve seen those situations in console games where, for example, someone takes the Golden State Warriors and their opponent takes the New York Knicks, and the Knicks player wins because of their exceptional hand-eye coordination and knowledge of the engine’s exploits – such as money/cheat plays like the Madden gamer who won a tournament by having his punter at QB and running every play. Unlike console sports games, in which physical ability plays a major role in a player’s success, your success is based on your team-building skills and strategies. You can have the most talented players and still lose – not because of slowness in button-mashing or failure to exploit the game – but because the players’ skill-sets don’t mesh well together (such as a team of talented, ball-dominant scorers with no one to play the role of shutdown defender). It produces far more realistic statistics and results. For all of these reasons, if you’re seeking the most realistic, authentic sports experience possible, look at text-based sports simulations. We offer them in a number of sports, and you can download demos of any of them for free here. The post Text-Based Sports Simulations: Your Gaming Gateway to Replicating Reality appeared first on Wolverine Studios. View the full article
  4. Last night we kicked off our Developer Dynasty live stream on our Twitch channel and it was a huge success! We had a great time talking with some of our fans as we went over some new features coming to the game and most importantly got some great feedback on those areas and some other enhancements. If you missed the stream you can check it out for a little while on our Twitch channel. While you’re there don’t forget to follow us and turn on notifications so you always get alerted when we go live. Also since we are a Twitch affiliate please consider subscribing to the channel – it is a way to support our company financially and if you have Amazon Prime there’s even a way for you to use a free subscription and we would certainly appreciate it if you used yours on us! We kicked off with the introduction of a brand new game mode coming this year – we call it Universe Mode. A number of players this past season asked about being able to control multiple teams at once. While the game’s current MultiPlayer Mode would allow for that in theory it’s a very clunky way to go about doing what these fans would like to do so Universe Mode is a 100% fan request new feature this year in response to that. With Universe Mode you will be able to create a GM for each team (because of the game dynamics you have to have individual “characters” in the game) but you will be able to login to the league as commissioner and control all advance functions just like in MultiPlayer Mode. However, you will be able to switch easily between the logged in character without exiting or passwords so that you can then control the aspects of each team you want to. Take a look at our stream video to see it in action yourself. The other big area we looked at was trading. We showed off the new option for you to pull up the trade screen and offer a player to a team and either get a trade offer back or a rejection of that player. This should be most helpful for those who have asked for an immediate way to get an offer as opposed to just putting a player on the trade block and waiting for an offer on a later date. We had some fantastic feedback from our stream viewers on trading. In fact two of the items that were requested (number of contract years left on the main view and a list of team needs) have already been implemented in the time since the stream ended. There are some more great ideas we have noted from the stream as well. If you missed this one we hope you will join us next Tuesday at 7:30PM EST so that you can see what we have been working on as well as have your own opportunity to voice your suggestions and see how you can directly impact the future of the number one basketball simulation franchise! The post DDS: Pro Basketball 21 Developer Dynasty #1 Recap appeared first on Wolverine Studios. View the full article
  5. We know how passionate you are about sports simulation gaming and as you know we’ve recently joined on Twitch and have been running a weekly dynasty stream using Draft Day Sports: Pro Basketball 2020. We are looking for new and exciting ways to add some unique content to the platform there. We know many people play games on Twitch so we thought in addition to doing that ourselves why not CREATE on Twitch too! Tomorrow night we are going to turn our weekly stream into what we are calling a Developer Dynasty and we’re going to not only show off what we are working on with our new games but also give you the opportunity to interact with the developers, throw out suggestions, discuss ideas and even have the opportunity to comment in real time on things as we work on them. If you love our sports simulation games this is the chance to get your voice heard about what YOU want to see next in the games. We’re kicking off this series on Tuesday, June 23rd at 7:30PM EST with Draft Day Sports: Pro Basketball 2021. We hope that you will stop by and be part of the process and bring your ideas for what you want to see us work on and implement in the game! Remember that you can follow us on Twitch, turn notifications on so that you know when we go live and if you are finding our content interesting and want to see more of it please consider subscribing to our Twitch channel. If you have Amazon Prime you can even possibly subscribe to our Twitch channel for free – here’s a link to explain that process if you are new to it. We hope this idea will be a big success and that we will be able to carry it over to other titles and more streams on the subject. The post Play A Part In Building The Next Great Sports Simulation Game appeared first on Wolverine Studios. View the full article
  6. Hello Everybody, We are happy to announce the release of CT Football Manager 0.7.2. The main feature implemented for this version is a new prestige mode, where you start with three offers to be head c... View the full article
  7. For those of you unaware of Shaun Sullivan, he has been a fixture in the world of computer sports games for over two decades. Fans of the old Front Page Sports Football series might remember him as one of the creators of some of your favorite add-on utilities that helped make online multiplayer leagues super realistic. In the past Shaun has lent his development talents to our golf series and Shaun also was the architect of a fantastic baseball sim titled PureSim Baseball which even had a few versions released under our umbrella years ago. Last year we were extremely fortunate to pick up our relationship with Shaun again as we worked closely with him merging his Alchemium Unlimited platform with Draft Day Sports: Pro Basketball 2020 and Draft Day Sports: College Basketball 2020. The results of that partnership have spoken for themselves as the basketball titles received a beautiful new interface with expanded capabilities. All in all it was an entire refresh of an already outstanding series. This year Shaun has once again been lending his talents to Wolverine Studios as he has continued to sharpen AU and has been working both with Gary Gorski on the next gen of the basketball games as well as with Brooks Piggott in helping to bring AU to Draft Day Sports: Pro Football 2021. The combo of an already fantastic game and the Alchemium Unlimited platform are sure to make our Draft Day Sports: Football titles the premier football sim games on the market this fall. Shaun’s role in the company also will be taking on further expansion in 2020. After the successful combinations of AU with our annual Draft Day Sports titles, Shaun will be once again working directly in product development with the company. We look forward to continuing to work with Shaun to deliver the best sports simulation game experiences possible. The post Shaun Sullivan to expand role with Wolverine Studios appeared first on Wolverine Studios. View the full article
  8. In a shocking development, Out of the Park Developments and Front Office Football’s Jim Gindin have parted ways after working together for more than two years on the much anticipated Front Office Football 9. Fans had been eagerly looking forward to a marriage of Front Office Football’s statistics engine and Out of the Park Development’s graphics and UI. In a statement, Out of the Park Developments cited a change in direction for the studio and a lack of resources to continue dedicating to the project. Jim Gindin partnered with Out of the Park Developments in February of 2018 and has been working on the newest iteration of Front Office Football ever since. Despite the optimism, the project had been plagued with a lack of communication and long development times. At the time of their split, the game still does not have a release date. Out of the Park Developments has seen a lot of recent success and have moved to a yearly release model for their most popular franchises which include Out of the Park Baseball and Franchise Hockey Manager. The good news is, Out of the Park Developments released all of the code for Front Office Football 9 and the naming rights back to Jim, the original owner. Jim Gindin and Solesmic Software have been releasing critically acclaimed football manager games for years and this project should not hamper those efforts. The game might not look the way fans had imagined when the two first teamed up but as of now, there is still hope for a release of the next Front Office Football game sometime in the future. Simply put, we won’t be able to allocate the resources we need to deliver the Front Office Football product up to the standards that our fans expect and deserve for a long time, so we’ve chosen to go in a different direction. Jim Gindin is and will always remain a good friend, and we expect that whatever he decides to do next with his franchise will be extraordinary, and we will support him the best we can. We gave him full ownership to the current FOF9 code and wish him all the best moving forward. (Markus Heinsohn, CEO OOTP Developments) You can read the full statement by Out of the Park Developments here. You can follow up with Jim’s blog here. Join in on the discussion on reddit… The post OOTP Developments and Solecismic Software Part Ways appeared first on GM Games - Sports General Manager Video Games. View the full article
  9. As I was mulling over potential ideas for custom leagues, it struck me that I would love an easier way to generate a pool of players that is random, but realistic. Today, we have the ability to quickly create fictional players, and that works okay, but it requires a bit of attention to detail to make sure all the stats of the created players truly make sense. The new tool released today (which can be found under Player Management in Commissioner Tools) will randomly import a historical season. When you import the players, you can choose to retain real-life name and age, or you can import them at a custom age (if you're building a rookie class) or even with fictional names. The nice thing is, the stats are from the real world, and you can set a year range if you're worried about different eras messing up your pool. I think a lot of interesting league ideas could spawn from this... college leagues could use it for incoming freshmen, or leagues wanting to create a more balanced pool of players rather than an "all-time greats" situation. Like any new feature, it's not perfect - you can't influence how good or bad the random players are, but it's a good start that should be a handy tool for some leagues. If you try it out, be sure to let me know if you run into any issues! View the full article
  10. Tim Moungey Wolverine Studios Community Manager What Do Those Advanced Basketball Stats Mean, Anyway? Sports metrics and measures of analysis have made dramatic improvements over the last decade or so. We’re now able to better pinpoint from a statistical perspective just how good a given player or team actually is. Here at Wolverine Studios, we keep current on the latest models and advanced statistics and find ways to integrate them into our games. But that can often lead to confusion from people who aren’t as familiar with the latest trends. What’s Offensive Rating?, they ask, and what does that stat tell me about my team and players? Consequently, we thought it’d be a good idea to talk about some of the advanced stats for one of our flagship games, Draft Day Sports: Pro Basketball – specifically, explaining what they measure and how you can use them as a gauge. Offensive Rating, Defensive Rating, and Net Rating The brainchild of statistician Dean Oliver, Offensive Rating, Defensive Rating, and Net Rating mark one of the biggest leaps forward in terms of understanding how both players and teams perform on those respective sides of the ball. Offensive Rating Team We won’t delve into the mathematical formulas here, as they can be rather eye-glazing and don’t address what you want to know. But simply put, a team’s Offensive Rating measures how many points a team scores per 100 possessions. Player As you might expect from the above, a player’s Offensive Rating measures how many points that individual scores per 100 possessions. The higher the offensive rating, the better the number, obviously. So what’s a good offensive rating? That depends. For the last two seasons, the average NBA offensive rating has been 110.4, according to Basketball Reference. In the early 2000s – before today’s perimeter-oriented offense, it ranged from 103-106. However, take note of any time a player, team, or lineup has an Offensive Rating below 100. That means they’re scoring less than a point per possession. That’s not very efficient usage at all. Defensive Rating Team As you can probably guess, Defensive Rating looks at how many points a team gives up per 100 possessions – or the opposite of what Offensive Rating measures. Player Similar to what we’ve already seen, a player’s Defensive Rating tells us how many points a player surrenders per 100 possessions. Completely opposite to Offensive Rating, you want the Defensive Rating for both your team and players to be as low as possible. Don’t be surprised if a player has an average Defensive Rating over 100, though – only 30 people in NBA history have ever achieved a Defensive Rating under 100. Net Rating Simply, net rating is the difference between Offensive Rating and Defensive Rating. A positive number is good; a negative number bad. Let’s take a look at some of the lineup data from a save to see how this is displayed in DDS:PB. Our in-game lineup tracking lets you easily see what the good (and bad) rotations areAs you can see, the team’s most used lineup and third-most used lineup are playing very well, and there’s a potential Death Lineup (h/t to the Golden State Warriors for introducing this to our basketball vocabulary) at the bottom of the screen. Excellent net ratings all around. Where there’s an issue? The second-most used lineup. That’s a horrible Net Rating. And although we haven’t shown you the full screen, it’s clear from looking at the aggregate lineup data that Mike Berry and Jason Minor on the court together is the issue – every single lineup involving that pair has a negative Net Rating, regardless of who else is with them. Effective Field Goal %, True Shooting %, and Usage Rate The days when Field Goal Percentage and 3 Point Percentage were the best measurements of a player’s offensive efficiency have been dead since the 1990’s. We now have Effective Field Goal %, True Shooting %, and Usage Rate, which paint a far more clear picture of just how good a player is on the offensive end. Effective Field Goal % The math here is simple enough – (Field Goals + 0.5* Three Pointers)/Field Goal Attempts. What EFG % has over plain FG% is that it takes into account the fact that three-pointers are worth more on the stat sheet than two-pointers. So you could, for example, have a player who attempts 10 field goals inside the arc and makes 4 of them. You could have another player who attempts 10 field goals behind the arc and makes 4 of those. On the stat sheet, the FG % will be 40% for both. But the EFG will be 40% for Player A, and 60% for Player B. That’s a massive 20% difference. What qualifies as a good Effective Field Goal percentage will, like everything else, depend on your league. In the early 2000s, the league average was around 47-48%. In today’s NBA, the average is 52.4%. Averaging them, you can use 50% as a ballpark measure. True Shooting % So what’s missing from Effective Field Goal %? That’s right – free throws. True Shooting % (TS %) rectifies that. The formula is Total Points Scored/(2*(Field Goal Attempts + 0.44 * Free Throw Attempts). As a rule of thumb, True Shooting of 50% is average, 55% is excellent, and above 60% is world-class efficiency. To gain a complete measure of how good a shooter a player is, it’s best to take into account both their Effective Field Goal % and their True Shooting %. Usage Rate The calculation is incredibly lengthy, so we’ll simplify it for you.Usage Rate establishes what percentage of a team’s plays a given player was involved in that resulted in one of the following: a field goal attempt, a free throw attempt, or a turnover. An average usage rate is around 20%, which is logical – 100% Usage available, divided by five players on the court = 20% usage per player – everything be equal. Where this matters in DDS:PB terms: You want your most effective players, as measured by Effective Field Goal and True Shooting percentages, to have the highest Usage Rates to maximize your team’s offensive efficiency. Let’s look at the same team from earlier to see an example. DDS: Pro Basketball 2020 is full of advanced stats to help you make decisionsGreat news here from the team’s perspective – Kendall Dallas has the highest True Shooting and Effective Field Goal percentage *and* the highest Usage Rate. No wonder this squad went 48-34 this season. Dennis Sanchez, on the other hand, looks terrible from those metrics. But that’s why he’s only played in 3 games this season. The staff knows he’s a poor performer in their setup. As you can see from that screen, there’s more advanced stats we could talk about, but we’ll reserve those for another post. We hope you’ve found this information helpful. To check out a free demo of Draft Day Sports: Pro Basketball or any of other sports simulations, go here. The post Understanding Advanced Stats appeared first on Wolverine Studios. View the full article
  11. Take on the peloton in over 230 races and 650 stages, from the Tour de France to La Vuelta to the classic events of the World Tour calendar. Become the manager of a cycling team and take them to the top. To get there, you will need to manage finances and recruitment, plan your training and implement your strategy. And for the first time in the Pro Cycling Manager series, you must look after your riders and their morale! One decision can change everything. [Press release has been produced by Nacon] Pro Cycling Manager 2020 Features You must listen to the requests of your cyclists (inclusion in races, personal goals, etc.) and either agree to them or decline. You are the manager, only you can make the decisions that will maintain balance in your team and motivate your cyclists in crucial moments while trying to achieve the best results for your team. Here are some features in the new version: The 21 official stages of the Tour de France 2020 Career Mode: Manage the morale of your cyclists: they will make requests (inclusion in races, recruitment of cyclists, etc.), and your decision will affect their morale and performance. The transfer window is also crucial for maintaining balance within your team Motivation during races: in each race, the motivation of your cyclists is linked to morale and key events, such as wearing a jersey, winning in the previous stage, etc. A fully motivated cyclist can excel in pivotal moments in the race, including an accelerating peloton and preparation for the final sprint A new assistant to help you plan your races A redesigned dashboard Improved AI, more aggressive and adventurous You can also play as your own cyclist and pursue a career to the highest summits in the Pro Cyclist mode. Proved yourself in Career mode? Play online mode with up to 15 other players from all over the world. Feel free to talk about this story on our reddit.. The post Pro Cycling Manager 2020 – Now Available! appeared first on GM Games - Sports General Manager Video Games. View the full article
  12. Hi everybody, We are now ready with the next biweekly release this time for version 0.7.1. The two main things implemented for this version are updates for recruiting and practice. For recruiting we h... View the full article
  13. If you haven’t been following along on our basketball sim dynasty you can get caught up on our Twitch channel. While you’re there don’t forget to follow us and turn on notifications so you know when we go live. Our latest installment of our Draft Day Sports: Pro Basketball 2020 dynasty saw us head into season three. Are you just catching up? We have been running a fictional dynasty on Twitch with streams every Tuesday night at 7:30PM EST. Sometimes we even sneak in the occasional extra stream here and there. That’s why notifications are important! High hopes… Armed with a new coaching staff and the third member of our big three (PF Jamar Thompson) as well as a couple of key free agent depth signings I had high hopes coming into the season. One thing I quickly realized is that things don’t always go according to plan in this basketball sim. The season started out incredibly slow with a sub .500 record for the first couple months. It was at that point I began to worry about the future. After all, our position as general manager was on rocky ground. I had completely ignored ownership’s mandate to spend less money. I also let the prior staff take the fall for the lack of playoff success in seasons one and two. With our aging star player Ernest Mouring in a contract year it appeared time to rebuild. Everyone has a run in them… Then out of nowhere an amazing hot streak in the month of January. Our Orlando Mystics were now in the playoff race. With days to go until the trade deadline and our Twitch stream viewers suggesting we blow it up a tough decision lay ahead. I did the only thing I could do. We forged ahead hoping for a miraculous finish and playoff run to save the season (and my job). Mouring, Overton and Thompson not only stepped up but led us to the sixth seed. It was the third straight playoff appearance for Orlando. The first round opponent was the resurgent Indiana Racers. Indiana quickly went from league doormat to serious contender thanks to a ton of cap space that scored the prize of the prior summer’s free agent class. In a lucky break for us he broke his elbow just prior to the playoffs so despite being the underdog we managed a 4-2 series victory and our hopes stayed alive. One down… Those hopes were short lived though as our next opponent, New York, was more than ready for us. New York’s desire to exact revenge started in free agency when they grossly overpaid our backup point guard Erik Okelley to be their new starter and they finished the job with a 4-1 stomping of us on their way to the championship. Unfortunately the day of reckoning was at hand for me after that. Ownership was not only upset with the season result but also for the fact that I had spent more than $30 million over their player budget for a second straight year. My chances were up. The walking papers served. It was a great run in Orlando but this basketball sim mirrors real life. Three straight playoff seasons didn’t outweigh the owner and his unrealistic demands. There are six other teams who let their general manager go this offseason as well and I’ve narrowed my hopes to two of the jobs. Philadelphia has the 2nd overall pick in the upcoming draft. It is always tempting to be able to draft a star and build around him. Phoenix is my other hope. They’re coming off making the playoffs for the first time in three seasons. The Beams have a star young power forward, a center I coveted in the draft two years prior and a ton of cap space. Will I be able to land one of those jobs? Tune in to our stream on Tuesday to see! The post A Bump In The Road On Our Basketball Sim Dynasty appeared first on Wolverine Studios. View the full article
  14. Our company recently celebrated our 14th anniversary and we held an online celebration! As part of the festivities we decided to try a new venue and started on Twitch. So what happened when basketball strategy game met live stream sharing? Well, in one word, fun! We had a great time interacting with our friends and customers as we showed off Draft Day Sports: Pro Basketball 2020! We started our first ever online dynasty. When we set out to make the best basketball sim game over a decade ago we had no idea one day we would be live streaming a dynasty. Setting up the simulation… We setup a fictional league to make use of our awesome in-game team names and logos and choose the Orlando Mystics as our team. The league was built to play in the game’s “local mode” meaning we would only control the decisions of the general manager and not any coaching decisions. We found ourselves with a solid big three and not much else in terms of depth. Our roster building skills would be put to the test and with a savvy mid-season trade we landed some key role players on our way to a 50+ win season. Unfortunately our season ended quickly as a long playoff run was not in the cards in year one. The dynasty continues… Since then we have continued on with the dynasty. In fact we went through the highs and lows of another 50+ win season with little playoff success. Now we are preparing for our third season. We had an excellent free agency and the team is looking strong. Our big three are back and we have a new coaching staff. Can we finally get to the finals? You have to tune in to see! How can you join in the fun? Currently we are streaming every Tuesday night at 7:30 PM EST and looking to add more streams along the way. Make sure you give us a follow on our Twitch account and enable notifications so that you don’t ever miss out when we go live. Being a part of our streams is a great way for you to interact with the game’s developer, see the game in action, toss in some ideas for future improvements and maybe pick up some strategy tips for the deepest and most accurate basketball strategy game available today for Win-PC. If you’ve been a regular at our streams we can’t wait to see you again and if you haven’t checked us out please do so. We look forward to sharing our basketball sim experiences with you! Do you have ideas on how to make the streams better? Drop a comment below. The post A New Frontier For Our Basketball Strategy Game appeared first on Wolverine Studios. View the full article
  15. Hello Everybody, This week's release is a little different than normal, because when looking at the surface then not much changes have been made. The main thing in version 0.7.0 is the changes for ho... View the full article